Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
|
|
|
using System;
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
|
|
|
namespace PKHeX.Core;
|
|
|
|
|
2022-08-21 08:39:16 +00:00
|
|
|
/// <summary>
|
|
|
|
/// Logic for checking if an entity can freely change <see cref="PKM.Form"/>.
|
|
|
|
/// </summary>
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
|
|
|
public static class FormChangeUtil
|
|
|
|
{
|
2022-08-21 08:39:16 +00:00
|
|
|
/// <summary>
|
|
|
|
/// Checks if all forms should be iterated when checking for moves.
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="species">Entity species</param>
|
|
|
|
/// <param name="form">Entity form</param>
|
|
|
|
/// <param name="generation">Generation we're checking in</param>
|
|
|
|
/// <param name="option">Conditions we're checking with</param>
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
|
|
|
public static bool ShouldIterateForms(ushort species, byte form, int generation, LearnOption option)
|
|
|
|
{
|
|
|
|
if (option is not LearnOption.Current)
|
|
|
|
return FormChangeMoves.TryGetValue(species, out var func) && func((generation, form));
|
|
|
|
return IterateAllForms(species);
|
|
|
|
}
|
|
|
|
|
2022-08-21 08:39:16 +00:00
|
|
|
private static bool IterateAllForms(int species) => FormChangeMovesRetain.Contains(species);
|
Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Species that can change between their forms and get access to form-specific moves.
|
|
|
|
/// </summary>
|
|
|
|
private static readonly HashSet<int> FormChangeMovesRetain = new()
|
|
|
|
{
|
|
|
|
(int)Species.Deoxys,
|
|
|
|
(int)Species.Giratina,
|
|
|
|
(int)Species.Shaymin,
|
|
|
|
(int)Species.Hoopa,
|
|
|
|
};
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Species that can change between their forms and get access to form-specific moves.
|
|
|
|
/// </summary>
|
|
|
|
private static readonly Dictionary<int, Func<(int Generation, int Form), bool>> FormChangeMoves = new()
|
|
|
|
{
|
|
|
|
{(int)Species.Deoxys, g => g.Generation >= 6},
|
|
|
|
{(int)Species.Giratina, g => g.Generation >= 6},
|
|
|
|
{(int)Species.Shaymin, g => g.Generation >= 6},
|
|
|
|
{(int)Species.Rotom, g => g.Generation >= 6},
|
|
|
|
{(int)Species.Hoopa, g => g.Generation >= 6},
|
|
|
|
{(int)Species.Tornadus, g => g.Generation >= 6},
|
|
|
|
{(int)Species.Thundurus,g => g.Generation >= 6},
|
|
|
|
{(int)Species.Landorus, g => g.Generation >= 6},
|
|
|
|
{(int)Species.Urshifu, g => g.Generation >= 8},
|
|
|
|
{(int)Species.Enamorus, g => g.Generation >= 8},
|
|
|
|
// Fuse
|
|
|
|
{(int)Species.Kyurem, g => g.Generation >= 6},
|
|
|
|
{(int)Species.Necrozma, g => g.Generation >= 8},
|
|
|
|
{(int)Species.Calyrex, g => g.Generation >= 8},
|
|
|
|
|
|
|
|
{(int)Species.Pikachu, g => g.Generation == 6},
|
|
|
|
};
|
|
|
|
}
|